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Grabber alt fire will also stun players, making it difficult for them to walk for...
[voretournament/voretournament.git] / data / qcsrc / server / w_grabber.qc
1 #ifdef REGISTER_WEAPON\r
2 REGISTER_WEAPON(GRABBER, w_grabber, IT_FUEL, 0, WEP_FLAG_CANCLIMB | WEP_TYPE_HITSCAN | WEP_FLAG_RELOADABLE, 0, "grabber", "grabber", "Grabber");\r
3 #else\r
4 .float dmg;\r
5 .float dmg_edge;\r
6 .float dmg_radius;\r
7 .float dmg_force;\r
8 .float grabber_refire;\r
9 .float grabber_time_grabbered;\r
10 .float grabber_time_fueldecrease;\r
11 \r
12 void W_Grabber_UpdateStats(entity e, float shot, float hit)\r
13 {\r
14         // this may not be entierly right, but for the time being we're handling grabber accuracy here\r
15         // this is likely needed for detecting if the hook has hit (linked to) another player, which is counted as a hit\r
16         if(shot)\r
17         {\r
18                 e.stats_fired[e.weapon - 1] += 1;\r
19                 e.stat_fired = e.weapon + 64 * floor(e.stats_fired[e.weapon - 1]);\r
20         }\r
21         if(hit)\r
22         {\r
23                 e.stats_hit[e.weapon - 1] += 1;\r
24                 e.stat_hit = e.weapon + 64 * floor(e.stats_hit[e.weapon - 1]);\r
25         }\r
26 }\r
27 \r
28 void W_Grabber_Touch2 (void)\r
29 {\r
30         PROJECTILE_TOUCH;\r
31         self.use();\r
32 }\r
33 \r
34 void W_Grabber_Attack2()\r
35 {\r
36         if(time < self.weapon_delay)\r
37                 return;\r
38 \r
39         W_SetupShot (self, TRUE, cvar("g_balance_grabber_secondary_recoil"), "weapons/grabber_altfire.wav", cvar("g_balance_grabber_secondary_damage"));\r
40         pointparticles(particleeffectnum("grabber_muzzleflash"), w_shotorg, '0 0 0', 1);\r
41         W_Grabber_UpdateStats(self, TRUE, FALSE); // the hit is recorded below\r
42 \r
43         WarpZone_traceline_antilag(self, w_shotorg, w_shotorg + w_shotdir * cvar("g_balance_grabber_secondary_radius"), FALSE, self, ANTILAG_LATENCY(self));\r
44 \r
45         if(trace_fraction < 1) // should always be true, but just in case\r
46         {\r
47                 Damage(trace_ent, self, self, cvar("g_balance_grabber_secondary_damage"), WEP_GRABBER | HITTYPE_SECONDARY, trace_endpos, cvar("g_balance_grabber_secondary_force") * w_shotdir);\r
48                 trace_ent.armorvalue = bound(0, trace_ent.armorvalue - cvar("g_balance_grabber_secondary_armordamage"), cvar("g_balance_armor_limit"));\r
49                 trace_ent.grabber_stunned = time + cvar("g_balance_grabber_secondary_stun_maxtime") * random();\r
50 \r
51                 pointparticles(particleeffectnum("grabber_impact2"), trace_endpos, '0 0 0', 1);\r
52                 if(trace_ent.classname == "player")\r
53                         sound (self, CHAN_PROJECTILE, "weapons/grabber_impact2_player.wav", VOL_BASE, ATTN_NORM);\r
54                 else\r
55                 {\r
56                         sound (self, CHAN_PROJECTILE, "weapons/grabber_impact2_world.wav", VOL_BASE, ATTN_NORM);\r
57                         if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)\r
58                                 pointparticles(particleeffectnum("ground_metal"), trace_endpos, '0 0 0', 1);\r
59                         else\r
60                                 pointparticles(particleeffectnum("ground_dirt"), trace_endpos, '0 0 0', 1);\r
61                 }\r
62 \r
63                 W_Grabber_UpdateStats(self, FALSE, TRUE); // the shot is recorded above\r
64         }\r
65 \r
66         W_DecreaseAmmo(ammo_fuel, cvar("g_balance_grabber_secondary_ammo"), cvar("g_balance_grabber_reload_ammo"));\r
67 }\r
68 \r
69 void spawnfunc_weapon_grabber (void)\r
70 {\r
71         weapon_defaultspawnfunc(WEP_GRABBER);\r
72 }\r
73 \r
74 float w_grabber(float req)\r
75 {\r
76         if(self.stat_eaten) // we can't use weapons while in the stomach\r
77                 self.grabber_state |= GRABBER_REMOVING;\r
78 \r
79         float ammo_amount;\r
80         float grabbered_time_max, grabbered_fuel;\r
81                 \r
82         if (req == WR_AIM)\r
83         {\r
84                 // ... sorry ...\r
85         }\r
86         else if (req == WR_THINK)\r
87         {\r
88                 // determine by distance if this will be primary fire or alternate fire\r
89                 W_SetupShot (self, TRUE, 0, "", 0); // do this to update w_shotorg\r
90                 WarpZone_traceline_antilag(self, w_shotorg, w_shotorg + w_shotdir * cvar("g_balance_grabber_secondary_radius"), FALSE, self, ANTILAG_LATENCY(self));\r
91                 if(cvar("g_balance_grabber_secondary") && trace_fraction < 1 && !self.grabber) // not if hooked or firing the hook\r
92                         self.stat_crosshair_style = 1;\r
93                 else\r
94                         self.stat_crosshair_style = 0;\r
95 \r
96                 grabbered_fuel = cvar("g_balance_grabber_primary_grabbered_fuel");\r
97                 // forced reload\r
98                 if(cvar("g_balance_grabber_reload_ammo") && self.clip_load < min(cvar("g_balance_grabber_primary_ammo"), cvar("g_balance_grabber_secondary_ammo"))\r
99                 && !(self.clip_load >= (time - self.grabber_time_fueldecrease) * grabbered_fuel && self.BUTTON_ATCK2)) // not while hooked and still have ammo to stay hooked\r
100                 {\r
101                         if(self.ammo_fuel >= 1) // we only have one weapon in VT, so nothing else to switch to if we're out of ammo\r
102                                 weapon_action(self.weapon, WR_RELOAD);\r
103                 }\r
104                 else if(self.clip_load >= 0 && !self.stat_eaten) // we're not currently reloading or eaten\r
105                 {\r
106                         if(!self.stat_crosshair_style && self.BUTTON_ATCK2 && weapon_action(self.weapon, WR_CHECKAMMO1)) // primary attack\r
107                         {\r
108                                 if(time < self.weapon_delay)\r
109                                         return FALSE;\r
110 \r
111                                 if(!self.grabber)\r
112                                 if not(self.grabber_state & GRABBER_WAITING_FOR_RELEASE)\r
113                                 if not(self.grabber_state & GRABBER_FIRING)\r
114                                 if (time > self.grabber_refire)\r
115                                 if (weapon_prepareattack(0, -1))\r
116                                 {\r
117                                         W_SetupShot (self, TRUE, cvar("g_balance_grabber_primary_recoil"), "", 0); // do this for recoil\r
118                                         W_DecreaseAmmo(ammo_fuel, cvar("g_balance_grabber_primary_ammo"), cvar("g_balance_grabber_reload_ammo"));\r
119                                         self.grabber_state |= GRABBER_FIRING;\r
120                                         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_grabber_primary_animtime"), w_ready);                               \r
121                                 }\r
122                         }\r
123                         else if (self.BUTTON_ATCK2 && weapon_action(self.weapon, WR_CHECKAMMO2)) // secondary attack\r
124                         {\r
125                                 if (weapon_prepareattack(1, cvar("g_balance_grabber_secondary_refire")))\r
126                                 {\r
127                                         W_Grabber_Attack2();\r
128                                         weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_grabber_secondary_animtime"), w_ready);\r
129                                         sound (self, CHAN_WEAPON2, "weapons/grabber_swing.wav", VOL_BASE, ATTN_NORM);\r
130                                 }\r
131                         }\r
132                 }\r
133 \r
134                 if(self.grabber)\r
135                 {\r
136                         // if grabbered, no melee attacks, and increase the timer\r
137                         self.grabber_refire = max(self.grabber_refire, time + cvar("g_balance_grabber_primary_refire"));\r
138 \r
139                         // grabber also inhibits health regeneration, but only for 1 second\r
140                         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)\r
141                                 self.pauseregenhealth_finished = max(self.pauseregenhealth_finished, time + cvar("g_balance_pause_fuel_regen"));\r
142                 }\r
143 \r
144                 if(self.grabber && self.grabber.state == 1)\r
145                 {\r
146                         grabbered_time_max = cvar("g_balance_grabber_primary_grabbered_time_max");                      \r
147                         if (grabbered_time_max > 0)\r
148                         {\r
149                                 if ( time > self.grabber_time_grabbered + grabbered_time_max )\r
150                                         self.grabber_state |= GRABBER_REMOVING;\r
151                         }\r
152 \r
153                         if (grabbered_fuel > 0)\r
154                         {\r
155                                 if ( time > self.grabber_time_fueldecrease )\r
156                                 {\r
157                                         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)\r
158                                         {\r
159                                                 float active_ammo;\r
160                                                 if(cvar("g_balance_grabber_reload_ammo"))\r
161                                                         active_ammo = self.clip_load;\r
162                                                 else\r
163                                                         active_ammo = self.ammo_fuel;\r
164 \r
165                                                 if (active_ammo >= (time - self.grabber_time_fueldecrease) * grabbered_fuel )\r
166                                                 {\r
167                                                         W_DecreaseAmmo(ammo_fuel, (time - self.grabber_time_fueldecrease) * grabbered_fuel, cvar("g_balance_grabber_reload_ammo"));\r
168                                                         self.grabber_time_fueldecrease = time;\r
169                                                         // decrease next frame again\r
170                                                 }\r
171                                                 else\r
172                                                 {\r
173                                                         self.grabber_state |= GRABBER_REMOVING;\r
174                                                         W_SwitchWeapon_Force(self, w_getbestweapon(self));\r
175                                                 }\r
176                                         }\r
177                                 }\r
178                         }\r
179                 }\r
180                 else\r
181                 {\r
182                         self.grabber_time_grabbered = time;                             \r
183                         self.grabber_time_fueldecrease = time + cvar("g_balance_grabber_primary_grabbered_time_free");\r
184                 }\r
185 \r
186                 self.grabber_state |= GRABBER_PULLING;\r
187                 self.grabber_state &~= GRABBER_RELEASING;\r
188 \r
189                 if (self.BUTTON_ATCK2)\r
190                 {\r
191                         // already fired\r
192                         if(self.grabber)\r
193                                 self.grabber_state |= GRABBER_WAITING_FOR_RELEASE;\r
194                 }\r
195                 else\r
196                 {\r
197                         self.grabber_state |= GRABBER_REMOVING;\r
198                         self.grabber_state &~= GRABBER_WAITING_FOR_RELEASE;\r
199                 }\r
200         }\r
201         else if (req == WR_PRECACHE)\r
202         {\r
203                 precache_model ("models/weapons/g_grabber.md3");\r
204                 precache_model ("models/weapons/v_grabber.md3");\r
205                 precache_model ("models/weapons/h_grabber.iqm");\r
206                 precache_sound ("weapons/grabber_impact_player.wav");\r
207                 precache_sound ("weapons/grabber_impact_world.wav");\r
208                 precache_sound ("weapons/grabber_impact2_player.wav");\r
209                 precache_sound ("weapons/grabber_impact2_world.wav");\r
210                 precache_sound ("weapons/grabber_fire.wav");\r
211                 precache_sound ("weapons/grabber_altfire.wav");\r
212                 precache_sound ("weapons/grabber_swing.wav");\r
213                 precache_sound ("weapons/reload.wav");\r
214         }\r
215         else if (req == WR_SETUP)\r
216         {\r
217                 weapon_setup(WEP_GRABBER);\r
218                 self.grabber_state &~= GRABBER_WAITING_FOR_RELEASE;\r
219                 self.current_ammo = ammo_fuel;\r
220                 W_Display(self, 2, 3);\r
221         }\r
222         else if (req == WR_CHECKAMMO1)\r
223         {\r
224                 if(self.grabber)\r
225                 {\r
226                         if(cvar("g_balance_grabber_reload_ammo"))\r
227                                 ammo_amount = self.weapon_load[WEP_GRABBER] > 0;\r
228                         else\r
229                                 ammo_amount = self.ammo_fuel > 0;\r
230                 }\r
231                 else\r
232                 {\r
233                         if(cvar("g_balance_grabber_reload_ammo"))\r
234                                 ammo_amount = self.weapon_load[WEP_GRABBER] >= cvar("g_balance_grabber_primary_ammo");\r
235                         else\r
236                                 ammo_amount = self.ammo_fuel >= cvar("g_balance_grabber_primary_ammo");\r
237                 }\r
238                 return ammo_amount;\r
239         }\r
240         else if (req == WR_CHECKAMMO2)\r
241         {\r
242                 if(cvar("g_balance_grabber_reload_ammo"))\r
243                         ammo_amount = self.weapon_load[WEP_GRABBER] >= cvar("g_balance_grabber_secondary_ammo");\r
244                 else\r
245                         ammo_amount = self.ammo_fuel >= cvar("g_balance_grabber_secondary_ammo");\r
246                 return ammo_amount;\r
247         }\r
248         else if (req == WR_RELOAD)\r
249         {\r
250                 self.grabber_state |= GRABBER_REMOVING;\r
251                 W_Reload(min(cvar("g_balance_grabber_primary_ammo"), cvar("g_balance_grabber_secondary_ammo")), cvar("g_balance_grabber_reload_ammo"), cvar("g_balance_grabber_reload_time"), "weapons/reload.wav");\r
252         }\r
253         else if (req == WR_SUICIDEMESSAGE)\r
254                 w_deathtypestring = "did the impossible";\r
255         else if (req == WR_KILLMESSAGE)\r
256                 w_deathtypestring = "has run into #'s paws";\r
257         else if (req == WR_RESETPLAYER)\r
258         {\r
259                 self.grabber_refire = time;\r
260         }\r
261         return TRUE;\r
262 };\r
263 #endif\r